Splitting IQ In Monster Hunters
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As I discuss in my house rules, GURPS works better when Per and Will are both separated from IQ, standing alone as separate attributes. Bump up everyone's points about 10-15% to compensate, and you're fine. A setting like Monster Hunters, however, requires a little more guidance. When you have fixed templates, it's not enough to say, "Here are some extra points." You also have to specify exactly where those points go.
For the various GURPS Monster Hunters templates, the right adjustment is to add 40 points to each champion's template, placing an average hero at 440 instead of 400. In a perfect world, those 40 points would exactly offset the extra cost of buying up Per and Will separately . . . and for some templates, it does. Others need some additional guidelines, though. Those with lower IQs don't need all 40 points, which leads to the question, "What do we spend the leftover points on?" while brainy templates may need even more points, requiring some cuts to be made.
Of course, making the champions worth 440 points means that every standard sidekick is now built on 220 points, and the two "low-end" versions are 110 points each.
Here are the official changes that I've made in my games.
Champions
- Commando: Requires 20 extra points for Per and Will, leaving 20 points left over. Spend 40 points on the first set of advantage options and 25 points on the second set (instead of 30 and 15).
- Crusader: Requires exactly 40 extra points for Per and Will. No changes.
- Experiment: Requires 30 extra points for Per and Will, leaving 10 points left over. Spend 70 points on Bioenhancement abilities (instead of 60).
- Inhuman: Requires 20 extra points for Per and Will, leaving 20 points left over. Spend 45 points on advantages (instead of 25), and raise the limits on extra DX or IQ to, "DX +1 or +2 [20/level]; IQ +1 or +2 [20/level]."
- Psi: Requires 50 extra points for Per and Will, remaining 10 points short. Lower Per to 13. Add "Per +1 or +2 [5/level]" to advantage options. This affects Body Language, Detect Lies, Observation, and Search.
- Sage: Requires 60 extra points for Per and Will, remaining 20 points short. Lower Will to 14 and Per to 14. Add "Will +1 or +2 [5/level]; Per +1 or +2 [5/level]" to the last set of advantage options. This affects Esoteric Medicine, Lip Reading, Observation, Scrounging, and Search.
- Sleuth: Requires 50 extra points for Per and Will, remaining 10 points short. Lower Will to 13. Add "Will +1 or +2 [5/level]" to the last set of advantage options.
- Techie: Requires 60 extra points for Per and Will, remaining 20 points short. Lower Will to 13 and Per to 15. Spend 2 points on Scrounging (instead of 1) to keep it at the same level. Take four background skills (instead of five). This affects Observation and Search.
- Warrior: Requires no extra points for Per and Will, leaving 40 points left over. Raise DX to 15. Spend 55 points on advantages (instead of 35). This affects too many skills to list here.
- Witch: Requires 60 extra points for Per and Will, remaining 20 points short. Lower Will to 15 and Per to 14. Spend 15 points on the first set of advantage options (instead of 20). This affects Esoteric Medicine and Meditation.
Sidekicks
- Brother: Requires 30 extra points for Per and Will, remaining 10 points short. Lower ST to 10. Add "ST +1 or +2 [10/level]" to the second list of advantage options.
- Fixer: Requires 40 extra points for Per and Will, remaining 20 points short. Lower Will and Per to 12. Add "Will +1 or +2 [5/level]" and "Per +1 or +2 [5/level]" to advantage options. This affects Body Language, Detect Lies, Intimidation, Observation, and Urban Survival.
- Geek: Requires 40 extra points for Per and Will, remaining 20 points short. Lower Will to 11 and Per to 13. This affects Lip Reading, Observation, Scrounging, and Search.
- Gifted: Requires exactly 20 extra points for Per and Will. No changes.
- Gunman: Requires 10 extra points for Per and Will, leaving 10 points left over. Spend 35 points on advantages (instead of 25).
- Magician: Requires 40 extra points for Per and Will, remaining 20 points short. Lower Will to 13 and Per to 11. This affects Esoteric Medicine, Meditation, and Scrounging.
- Muscle: Requires no extra points for Per and Will, leaving 20 points left over. Raise ST to 14, HT to 14, and HP to 16. Leave Basic Speed at 7.00. Spend 30 points on advantages (instead of 25).
- Occultist: Requires 40 extra points for Per and Will, remaining 20 points short. Lower Will and Per to 12. Add "Will +1 or +2 [5/level]" and "Per +1 or +2 [5/level]" to advantage options. This affects Esoteric Medicine, Meditation, Observation, and Search.
- Scout: Requires 10 extra points for Per and Will, leaving 10 left over. Spend 25 points on advantages (instead of 20). Add "Extra Life 1 [25]" to advantage options. In secondary skills, raise the ranged weapon choices to two at (E) DX+2 [4]-16 (or one at +1 skill). Take five background skills (instead of four).
- Tough Guy (Low-End): Requires no extra points for Per and Will, leaving 10 points left over. Spend 25 points on advantages (instead of 15). Add "ST +1 or +2 [10/level]" and "DX +1 [20]" to advantage options.
- Whitecoat: Requires 40 extra points for Per and Will, remaining 20 points short. Lower Will to 11. Spend 20 points on advantages (instead of 25). Add "Will +1 or +2 [5/level]" to advantage options. No skills are affected.
- Wise Guy (Low-End): Requires 30 extra points for Per and Will, remaining 20 points short. Lower HT to 10 and Will to 12. Leave Basic Speed at 5.00. Spend 20 points on advantages (instead of 25). Take another -5 points in disadvantages.
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